Days of Gold Class Reference

The Rogue

Eleven specialists, underworld access, infiltration, and lucrative work.

Class Signature

Contacts

Starting Information

Starting Gold
300 gp
Recommended Primary Stat
Grace
Connections
1
Class Signature
Contacts
Starting Gear

Dagger (2 Harm), shortsword (3 Harm), shortbow (3 Harm), leather armor (Armor 1), lockpicks, a common outfit of adaptable clothing, and a small satchel.

Fortune

When you make meaningful use of a Contact, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Backstreets. You know how to move through and read alleys, sewers, undercities, docks, rooftops, black markets, hidden passages, criminal dens, abandoned tenements, and crowded side streets.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

Contacts

You begin knowing all 11 Contacts below. They are hired specialists and brokers, not patrons who automatically give you missions. You can reach them from any settled place through messages, intermediaries, or arranged meetings unless the fiction has specifically cut the route.

2d6ContactService
2AssassinFind and kill a named target; against a major target, create the opening or lethal ambush that makes the attempt possible.
3Corrupt OfficialAlter records, bury charges, redirect investigations, open bureaucratic doors, or make evidence disappear.
4Master ForgerCreate convincing identities, seals, permits, warrants, letters, and official papers.
5SpyWatch a target, steal guarded information, enter social circles, and uncover schedules or secrets.
6SmugglerMove people or goods through borders, gates, blockades, taxes, searches, or inspections.
7FixerProcure illegal or rare services, arrange dangerous meetings, and locate what ordinary markets will not sell.
8FenceMove stolen or forbidden goods, find discreet buyers, and turn dangerous loot into usable money.
9BurglarEnter a secured place, bypass protection, steal a specific object, or plant something without permission.
10BruiserThreaten, protect, collect, restrain, or apply organized violence short of a military campaign.
11HealerProvide discreet treatment, poisons knowledge, illegal medicine, and recovery without official questions.
12ScholarResearch obscure lore, translate records, identify strange objects, and find expert knowledge.

Ready Contacts

At the start of each session, roll 2d6 three times and mark the Contact matching each result as Ready. If a result duplicates a Contact already Ready, choose any other Contact instead. Ready status lasts for the session.

Each Ready Contact can perform one serious job within their Service this session. An unready Contact, or a second serious job from the same Contact, costs 100 gp. You still pay extraordinary expenses the GM names before you commission the work. Routine conversation, an introduction, or asking about available work costs nothing. A Contact does competent work without a Contact roll. Before you commit, the GM tells you what they can accomplish, how long it will take, and any obvious price or limit. Opposition beyond their reach may require help, access, or a changed objective, but the Contact never becomes incompetent merely to create suspense.

Combat Contacts

If a combat-oriented Contact, such as the Assassin or Bruiser, travels with you or fights alongside you, use 5 Wounds, Armor 1, Harm 3, and Loyalty 3. They do not Test Loyalty while performing work within their Service.

The Den

You have access to a hidden sanctuary used by criminals, smugglers, and your Contacts. You do not own the Den, but you are always welcome there and can reliably meet or reach your Contacts through it. Ordinary law and mundane pursuers cannot find you there unless you lead them to it. The Den provides secure shelter and a place to hide, but provides no food. When a Contact dies, beginning next session you may return to the Den to meet their replacement.

Free Perk

Begins in play

Always Prepared

Once per session, when you need a mundane item that a careful criminal might reasonably have anticipated needing, reveal that you brought it with you. It must be small enough to carry and worth no more than 25 gp. It is good for one use, then falls apart. At any time, you can ask the GM, "what's my best escape route?" They must answer truthfully although it might require a roll, finesse or some form of action to pull off.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Safecracker

    Given ten uninterrupted minutes and lockpicks, you can open any mundane or magical lock, safe, vault, or similar mechanism without damaging what is inside.

  2. Escape Artist

    Ordinary ropes, manacles, cells, and other bindings cannot hold you. While unwatched, you can slip from them with ease.

  3. Underworld Hospitality

    In any settlement with an established criminal element, you can find somewhere hidden to sleep, stash goods, or lie low without paying.

  4. Deep Network

    Roll four times for Ready Contacts each session instead of three.

  5. Dirty Fighter

    Once per fight, after you deal Harm to someone, choose one: disarm them, knock them down, take something off of them, or immediately get out of their reach.

  6. Reliable Contact

    Choose one Contact. They are always Ready before you roll; choose a different unready Contact if a roll also indicates them.

  7. False Identity

    With suitable clothing and a few minutes, pass as a plausible social role until someone with reason to scrutinize you does so. With a few hours and 50 gp of materials, you can also create documents for that identity that pass ordinary official inspection without a roll.

  8. Perfect Entry

    After at least ten minutes casing a mundane building, ask for its least defended realistic entry. It exists unless supernatural means literally seal the place.

  9. Backstab

    When you attack someone who genuinely does not know you are there, deal +1 Harm. If the enemy can meaningfully fight back afterward, use Fight.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who has worked a dangerous job with you before?
  2. Who have you gotten out of serious trouble?
  3. Who owes you for a job you did?